#version 110
uniform sampler2D texture1;
varying vec2 out_texcoord;
void main(void){
	//vec4 finalColor = texture2D(texture1, vec2(out_texcoord.x,1.0 - out_texcoord.y));
	vec4 finalColor = texture2D(texture1, out_texcoord);

	if(finalColor.a<=0.0){
		discard;
	}else{
		gl_FragColor = finalColor;
	}
}